【Developer Q&A 】2013/10/15

Source:http://ftr.wot-news.com/2013/10/15/15-10-2013-2/
来源↗

– the developers discussed and rejected the idea of hiding player stats (“there would be more disadvantages than advantages”)
开发团队讨论了一下,最后决定否决掉可以隐藏玩家数据的主意(“弊大于利”)

– Q: “Please, can you tell me which religion forbids the devs to make the disabling of the chat in game possible?” A:”Pastafarianism”
问:“求你告诉我是什么样的信仰才能让开发团队不把禁止游戏内聊天的机制加入游戏的?”答:“飞天面条神教”(一个非常著名的梗,详情戳我

– it’s possible there will be no arties at all in historical battles
历史战中有可能根本不会出现火炮

– the reason the Japanese tankers have sort of American-ish names (ranks) is the same as for the Chinese tankers: 99.9 percent of the players outside of Chinese server wouldn’t be able to read the “hieroglyphs”
日系组员的名字和阶级透着一股美国风味的原因和中国组员的理由是一样的:除了国服以外的玩家的99.9%都看不懂“象形文字” (即日文的平假/片假以及中国的汉字均隶属于汉字系统,即“象形文字——译注”)

– for now big maps (1500x1500m) won’t be implemented, but the devs are slowly experimenting with them already
大号地图(1500x1500m)现在不会加入游戏,不过开发团队正在慢慢的进行各类实验

– destroyed tanks won’t have hit/scratch (bounce) decals on them
被摧毁的坦克上不会有着弹孔和跳蛋痕的

– the limited maximum viewrange in the game is “a feature of the game engine”, developers will try to increase the range on which the vehicle becomes visible after being spotted (SS: as in, not your own spotting range, but the range you see the enemy someone else spotted)
最大可视距离的限制是“游戏引擎的一个机制”,开发团队会试着增加车辆被亮之后的可观察距离(SS:也就是说,不在你自己的视野范围中,而是看到别人点亮的敌人的最大范围)(现在是以车辆为中心 前后左右各500米的正方形描绘框,对角线700米. ——译注)

– it’s theoretically possible there will be a branch-to-branch transfer (as in, another vehicle unlockable) from StuG III to “something historical”, but it will take a very long time
理论上会有一条换线用的车(也就是另一辆用来解锁的车),是从三突转到“某些符合历史的东西”,不过所需要的时间会很长很长

– a long time ago in one ancient German tree version, there was a vehicle called StuG E-100 – Storm states that it’s the identical vehicle to current Jagdpanzer E-100 (SS: correct, StuG E-100 is the “more correct” name)
有一个上古版本的德国科技树,里面有一辆车叫做StuG E-100—Storm表示这个车和现在的百突是一辆车(SS:没错,但是StuG E-100是一个“更加正确”的名字)

– there will be possibly a third German TD branch, in about one year from now
大概会有第三条德国TD线,从现在开始算起的一年之后估计就会有

– Storm actually states (contrary to previous SerB’s statements) that there will not be exactly a “team battle” mode for tier 10′s. There will be “something else also interesting, but we won’t tell what exactly will it be for now”
Storm其实表示了(和SerB完全相反的东西)不会有给10级车定制的“队伍战斗(也就是7/42)”。但是会有“更加有意思的东西,但是我们不会告诉你那到底是什么的”

– Kanonenjagdpanzer 4-5 is a “strange TD” according to Storm, it’s possible it might be implemented, but Storm doesn’t know where in the tree he would put it (not even as premium)
Storm表示Kanonenjagdpanzer 4-5(简称JPZ4-5,下同) 是个“很奇怪的TD”,这车有可能会被引进游戏,但是Storm不知道到底把这个车塞在科技树的什么位置(连作为金币车都塞不进去)(译注:JPZ4-5是二战后西德基于M47巴顿发明的一辆自行反坦克炮,外形和追猎者以及四号坦克歼击车(四歼)很像)

– the gold ammo for credits has not influenced Maus and T95 significantly according to Storm, he states that for example the normalization change influenced them more, there are no plans to cancel it for now
Storm表示拿银币买金币弹这事没有对鼠式和T95产生很大的影响,他表示炮弹的转正效果会影响更大一些,现在还没有取消这个(指银币买金币弹)的计划

– when a crewmember is killed, any perks/skills that he had stop working, but apparently, if two identical role crewmembers (for example two loaders for vehicles that have them) have the same perk, the perk will still work on the second crewmember (for example the Adrenaline rush). If both crewmembers have the same skill and one is killed, the vehicle skill level will depend on the surviving crewmember (as in, if the vehicle has – say – two gunners and both have the Armorer skill, one has 98 percent and the other 67 percent, when both are alive, the skill level for the vehicle will be 98 percent (not cumulative or multiplying), if the 98 skill one gets killed, the Armorer level will not drop to 0, but to 67)
当乘员死掉后,他所有的任何技能/特长都会停止工作,但是如果两个同样职责的乘员(例如某些车有两个装填)学了同样的特长,(在第一个死掉之后),第二个乘员的技能会照常工作(栗如破釜沉舟)。如果两个乘员的技能一样,但是其中一个死掉了,那么车辆的技能会基于活着的那个人来计算(也就是说,两个炮手都学了炮术大师这个技能,一个练到98%了,另一个只有67%,当两个人都活着的时候,技能效果会是98%(不会相乘或者相加),如果那个98%的组员死掉了,炮术大师的效果会变为67%,而不是0%)
(PS:破釜沉舟——100%生效,效果不叠加;炮术大师:根据百分比生效,效果不叠加)

– BIA will stop working when one crewmember gets killed
基友连在任意一名乘员死掉之后就不生效(按照上面的解释,因为这个乘员的技能全部算作停止状态,基友连的发动条件之一“全员必须都要有100%的基友连”条件无法满足,故基友连不生效——译注) (但是此处与维基相悖,中文/英文的维基都明确表示此技能在乘员死亡之后依然生效,此处翻译菌持保留意见。)

– the Chinese (PRC) reaction to Type 64 was “positive”: “Kuomintang is regarded as a part of Chinese history, regardless of contemporary controversies. We should learn that from them by the way.”
天朝人民(特指大露)对于64式的反应是“正面的”:“虽然现在有争议,但是郭皿档还是大露历史的一部分。顺便说一句,我们也应该要向他们学习。”

– HEAT and subcaliber shell impact looks the same way “for technical reasons”
HEAT和次口径弹的效果看起来一样的原因是“技术问题” 

– apparently SU-122-44 and FCM 50t snap to smallest aim circle in the same time, although the latter should do it faster: “because of the aim spread after shooting for example”
现在SU-122-44和FCM 50t所需要的缩圈到最小的时间是一样的,尽管后者应该更快一些:“你看,不是还有开炮惩罚什么的吗”

– apparently, Waffenträgers might come out the way they are now on the test, but Veider (the head of tank balancing department) actually states that it will be 100 percent necessery to buff WT E-100
很显然,武器运载车(新TD线)会保持现在测试服的状态并在8.9版本上线时保持此状态,但是Veider(坦克平衡部门的老大)确实表示WT E-100有100%的必要获得一个Buff

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